Constant removal of features, Pt. 2

Post » Thu Jun 07, 2012 4:53 pm

Amen to that! Now instead of a value that tells me my character is strong, I notice that my character is strong because he just sliced a bear in two with his two-handed skill and perks.
Again< was that with your Orc or your High Elf< being as they both do the same damage
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Chad Holloway
 
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Post » Thu Jun 07, 2012 2:42 pm

Amen to that! Now instead of a value that tells me my character is strong, I notice that my character is strong because he just sliced a bear in two with his two-handed skill and perks.
You pretty much showed how its inferior to the previous system. There are no more inherent variables. No strength, agility, luck etc. You cant feel stronger, because you didn't get stronger. You just picked a perk that is nothing but a numerical value. The thing that advocates of the new system supposedly dread. It wouldn't be too bad if the perks effected everything that attributes did, but they don't. Therefore its inferior.
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John N
 
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Post » Thu Jun 07, 2012 9:52 pm

Again< was that with your Orc or your High Elf< being as they both do the same damage

Which they would do after just a few levels in the other games as well...there was nothing stopping me from making a super-strong high elf in Oblivion.
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Stace
 
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Post » Fri Jun 08, 2012 1:53 am

So it feels natural that an Orc does the exact same damage as a High Elf?

No, but neither does a ton of numbers that are more suitable for calculators than character depth. As for lore based assumptions by your standard the problem is that the lore should define the ability, and potential, of every race so that if you're a orc you're only a warrior. You cannot (without extensive grinding) ever use magic, or enchanting.
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Hot
 
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Post » Thu Jun 07, 2012 8:51 pm

So it feels natural that an Orc does the exact same damage as a High Elf?

Give the orsimer a trait so it deals bonus damage with hammers and maces. Problem solved.
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Craig Martin
 
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Post » Thu Jun 07, 2012 11:26 pm

You pretty much showed how its inferior to the previous system. There are no more inherent variables. No strength, agility, luck etc. You cant feel stronger, because you didn't get stronger. You just picked a perk that is nothing but a numerical value. The thing that advocates of the new system supposedly dread. It wouldn't be too bad if the perks effected everything that attributes did, but they don't. Therefore its inferior.

Exactly this.

"I just hit Level 2! Alright! Now I automatically have 20% extra damage applied to my One-Handed Weapon attacks! And all I had to do was Smith 5 Iron Daggers!"
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Penny Flame
 
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Post » Thu Jun 07, 2012 6:16 pm

I have a major problem with that too.

After booting up Morrowind the other day ago after five years of not playing, it really put things in perspective. The races were much more specialized off the bat than they ever were in Oblivion and Skyrim. I even forgot that Khajiit and Argonians can't wear shoes! I miss that kind of variety.

I think with the current system however we can reach a compromise. They should have included a General Perks tree that do not share Perks points with your Skill Perks. The General Perks tree would have a Branch for Magicka, Health, Stamina, and Race. The Race path would be completely unique to your Race allowing more specialization.
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Vickytoria Vasquez
 
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Post » Thu Jun 07, 2012 5:34 pm

You pretty much showed how its inferior to the previous system. There are no more inherent variables. No strength, agility, luck etc. You cant feel stronger, because you didn't get stronger. You just picked a perk that is nothing but a numerical value. The thing that advocates of the new system supposedly dread. It wouldn't be too bad if the perks effected everything that attributes did, but they don't. Therefore its inferior.

The problem I see is many people are somewhat upset at no numbers... because numbers create infinite depth. However that depth is merely an illusion as the real depth should be within the choices you are allowed within the world. The world is the main character of the game, it's what breathes the most life yet you have no real impact on it at all.
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Brandon Bernardi
 
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Post » Fri Jun 08, 2012 1:40 am

If conversation was text-based you could still have a variety of voice acting for generic responses, much more so than Morrowind. It's just that the game wouldn't be constrained to only having voice, which limits options.

It limits modding. And games like Skyward Sword have shown voice acting isn't even necessary.
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Chantelle Walker
 
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Post » Fri Jun 08, 2012 4:31 am

I'm not even talking about dialogue, I'm talking about variables, features, tools and mechanics etc.

Such as what? Numbers in a menu? Hiding numbers and making a more realized world will always make for a deeper game
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Genevieve
 
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Post » Fri Jun 08, 2012 3:10 am

The problem I see is many people are somewhat upset at no numbers... because numbers create infinite depth. However that depth is merely an illusion as the real depth should be within the choices you are allowed within the world. The world is the main character of the game, it's what breathes the most life yet you have no real impact on it at all.
No, we are upset at no inherent variable, at losing variables that were there before, but are not covered by perks, or the three remaining derivatives of attributes.
No, but neither does a ton of numbers that are more suitable for calculators than character depth. As for lore based assumptions by your standard the problem is that the lore should define the ability, and potential, of every race so that if you're a orc you're only a warrior. You cannot (without extensive grinding) ever use magic, or enchanting.
Uh, most of the perks are nothing but numbers. You never needed a calculator, or spreadsheet for attributes. Seriously, who are these people that couldn't count to 100, understand representation, or notice the tangible difference between 20 Speed and 90 speed?

Such as what? Numbers in a menu? Hiding numbers and making a more realized world will always make for a deeper game
Know more about ES, newb.
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Jessie Rae Brouillette
 
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Post » Fri Jun 08, 2012 12:05 am

There are no more inherent variables.

180+ different perks is plenty of inherent variables...which are also defined by pre-requisite skill levels - another variable and pre-requisite perks - another variable

Doing a little bit of math here perks^skills^pre-requisites...I think we have a few billion possible combinations of those variables...
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Emmie Cate
 
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Post » Fri Jun 08, 2012 12:37 am

Uh, most of the perks are nothing but numbers. You never needed a calculator, or spreadsheet for attributes. Seriously, who are these people that couldn't count to 100, understand representation, or notice the tangible difference between 20 Speed and 90 speed?

You have to keep in mind the self-proclaimed Loretards feel that there should be no game just a modified Second Life as having to play a game and advance their character breaks the "immersion" for them and they cannot be bothered with the core mechanics of RPGs.
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Rachyroo
 
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Post » Thu Jun 07, 2012 11:29 pm

The problem I see is many people are somewhat upset at no numbers... because numbers create infinite depth. However that depth is merely an illusion as the real depth should be within the choices you are allowed within the world. The world is the main character of the game, it's what breathes the most life yet you have no real impact on it at all.

Except Morrowind allowed for more choices within the world than Skyrim does. Your argument fails.
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Sophie Payne
 
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Post » Thu Jun 07, 2012 6:00 pm

Which they would do after just a few levels in the other games as well...there was nothing stopping me from making a super-strong high elf in Oblivion.
No, there is nothing stopping you from making a super strong High Elf. But it's harder and takes more dedication. That's the point. You shouldn't be as strong as an Orc with the exact same amount of training because then why pick an Orc in the first place? Orcs, in the end, are always going to be just a little bit stronger than you in older games.

No, but neither does a ton of numbers that are more suitable for calculators than character depth. As for lore based assumptions by your standard the problem is that the lore should define the ability, and potential, of every race so that if you're a orc you're only a warrior. You cannot (without extensive grinding) ever use magic, or enchanting.

Where exactly did I say Orcs have to only be Warriors and cannot be Mages? Orcs are born physically stronger, as it's a racial trait, but you can train yourself in whatever job class you want. Read about, what's the point of ever picking an Orc if a High Elf can easily match your strength? It boils it down to nothing more than "do I want to wear red socks or blue socks?"
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Chloe Lou
 
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Post » Thu Jun 07, 2012 9:02 pm

So it feels natural that an Orc does the exact same damage as a High Elf?

Not enough info

Doing what? With what? At what level of skill?

In this game an orc character doesn't do 'the same' damage as any other character. The player character is allowed to excell as the player plays. What you're saying is that an exceptionally strong Altmer does the same damage as an exceptionally strong Orc, with the same quality weapon, same skill.

But while you think it's not "natural", this is the player character, not all characters. Looking at it the other way, why shouldn't I be able to play as a supernaturally strong Altmer who can deal out damage with any Orc alive, if that's how I want to RP my character? Or as the smartest, most skilled and wise Orc mage in history, rivaling any other, man or mer?

if you don't want that ridiculously strong mer, don't build him that way. That the system allows it isn't really the point. Choices mean, by definition, the ability to make choices that you might not like

I can't beleive that so many people took this same example and were able to take it to show a failing. The old system imposed limits you couldn't do anything about. If RPing is your thing, and 'complex' is good, then how come you can't just do the complicated thing, and make an RP rule for your altmer that limits those skills you don't want him to have?? The game Skyrim allows that. So you want the game to force you into things like that? Is this is the same group that posts about a lack of choices, how the game forces you into things, etc? It is either simplistic or it is not. It either forces you into things or it does not.

What you're telling me is you liked a previous system, bam, end of discussion. That's fine you can like what you want but the rationalizations I'm reading are not logical in my opinion. If you were to tell me "I like MW's way because it feels right", then I'm all for you having a MW like system. These reasons I'm reading though...no, I'm not on board. And I'm not on board for the simple reason that each game has been different. A new way of doing things. And I like that. I don't want the previous game re-packaged and re-done with a new plot. I want to see the new take, do it the new way, work with the new system, see what it does and doesn't
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ANaIs GRelot
 
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Post » Fri Jun 08, 2012 12:51 am

180+ different perks is plenty of inherent variables...which are also defined by pre-requisite skill levels - another variable and pre-requisite perks - another variable

Doing a little bit of math here perks^skills^pre-requisites...I think we have a few billion possible combinations of those variables...

He means some perks don't increase speed, for instance (as far as I know). Therefore it has been deleted and that's what he's complaining about.
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Tiffany Carter
 
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Post » Thu Jun 07, 2012 10:20 pm

180+ different perks is plenty of inherent variables...which are also defined by pre-requisite skill levels - another variable and pre-requisite perks - another variable

Doing a little bit of math here perks^skills^prerequisites...I think we have a few billion possible combinations of those variables...
That's not inherent is it. Perquisites are not inherent. And, as Ive already said, all of the variables effected by attributes are not covered in perks. We got less. Also, I wonder if people going on about perks and how they diversify, have really even played Skyrim? More than half are just numbers, the same numbers you apparently hate. another fourth or either things in previous games, represented in various other means, or magical reduction prerequisites.


You have to keep in mind the self-proclaimed Loretards feel that there should be no game just a modified Second Life as having to play a game and advance their character breaks the "immersion" for them and they cannot be bothered with the core mechanics of RPGs.
I am a lore master, and I couldnt care less about imurshunz.
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Mylizards Dot com
 
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Post » Fri Jun 08, 2012 3:21 am

It limits modding. And games like Skyward Sword have shown voice acting isn't even necessary.

I know and like I said before, if it were text-based, imagine the storylines and quests the modding community could design. Not only that, they would fit seamlessly with the game.
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james kite
 
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Post » Thu Jun 07, 2012 1:46 pm

Im sure pen and paper d&d players complained about video game rpgs when they first started becoming popular. The idea of progression is to move away from bland number laden menus once technology allows you to do so. I rather see a dragon attacking a large city randomly then swinging a sword at animated cardboard hoping my skill will cause said sword to hit.
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Sheila Esmailka
 
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Post » Thu Jun 07, 2012 8:20 pm

180+ different perks is plenty of inherent variables...which are also defined by pre-requisite skill levels - another variable and pre-requisite perks - another variable

Doing a little bit of math here perks^skills^pre-requisites...I think we have a few billion possible combinations of those variables...

I don't think you understand what "inherent variables" are.
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Charlotte Henderson
 
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Post » Fri Jun 08, 2012 5:12 am

Honestly, you all seem to be whining about nothing. There are skill trees instead of classes and they're a bit watered down, but the weren't completely eviscerated as you all seem to think. This isn't anywhere near the level of "streamlining" Mass Effect 2. At least there's still an inventory system of some kind.
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FirDaus LOVe farhana
 
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Post » Thu Jun 07, 2012 1:17 pm



Except Morrowind allowed for more choices within the world than Skyrim does. Your argument fails.

Where and when does that happen in Morrowind besides the option to kill anyone despite them being essential? Examples
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Andrea P
 
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Post » Thu Jun 07, 2012 7:43 pm

Uh, most of the perks are nothing but numbers. You never needed a calculator, or spreadsheet for attributes. Seriously, who are these people that couldn't count to 100, understand representation, or notice the tangible difference between 20 Speed and 90 speed?

I guess you've never mind maxed before. Anyways I understand that not all numbers can be eliminated however you'll notice that the numbers that have an actual effect on your character are percents rather than numerical values ranging from 0-100. The point is now that my character is no longer 79 points strong, he is 10% stronger because nothing in real life is based upon 79 points. When I lift weights I'm not getting 5 points stronger I'm increasing my strength by X percentage. That's why if feels more organic.
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Dezzeh
 
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Post » Fri Jun 08, 2012 1:13 am

Not enough info

Doing what? With what? At what level of skill?

In this game an orc character doesn't do 'the same' damage as any other character. The player character is allowed to excell as the player plays. What you're saying is that an exceptionally strong Altmer does the same damage as an exceptionally strong Orc, with the same quality weapon, same skill.

But while you think it's not "natural", this is the player character, not all characters. Looking at it the other way, why shouldn't I be able toI play as a supernaturally strong Altmer who can deal out damage with any Orc alive, if that's how I want to RP my character? Or as the smartest, most skilled and wise Orc mage in history, rivalling any other, man or mer?

if you don;t want that ridiculously strong mer, don;t build him that way. That the system allows it isn't really the point. Choices mean, by definition, the ability to make choices that you might not like

Apparently you missed the point entirely.
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James Baldwin
 
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